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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL GLSL Conformance Tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
// Shaders with mis-matching uniform types should fail
// GLSL 1.017 4.3.4
uniform $(type) u_uniform;

void main()
{
    gl_Position = $(code);
}
</script>
<script id="fragmentShader" type="text/something-not-javascript">
// Shaders with mis-matching uniform types should fail
// GLSL 1.017 4.3.4
precision mediump float;

uniform $(type) u_uniform;

void main()
{
    gl_FragColor = $(code);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var uniformTypes = [
  { type: "bool",  code: "vec4(u_uniform, 0, 0, 0)", },
  { type: "float", code: "vec4(u_uniform, 0, 0, 0)", },
  { type: "int",   code: "vec4(u_uniform, 0, 0, 0)", },
  { type: "vec2",  code: "vec4(u_uniform, 0, 0)", },
  { type: "ivec2", code: "vec4(u_uniform, 0, 0)", },
  { type: "bvec2", code: "vec4(u_uniform, 0, 0)", },
  { type: "vec3",  code: "vec4(u_uniform, 0)", },
  { type: "ivec3", code: "vec4(u_uniform, 0)", },
  { type: "bvec3", code: "vec4(u_uniform, 0)", },
  { type: "vec4",  code: "vec4(u_uniform)", },
  { type: "ivec4", code: "vec4(u_uniform)", },
  { type: "bvec4", code: "vec4(u_uniform)", },
  { type: "mat2",  code: "vec4(u_uniform[0][0], 0, 0, 0)", },
  { type: "mat3",  code: "vec4(u_uniform[0][0], 0, 0, 0)", },
  { type: "mat4",  code: "vec4(u_uniform[0][0], 0, 0, 0)", },
];
var vSource = wtu.getScript("vertexShader");
var fSource = wtu.getScript("fragmentShader");
var tests = [];
for (var ii = 0; ii < uniformTypes.length; ++ii) {
  var u1 = uniformTypes[ii];
  var vs = wtu.replaceParams(vSource, u1);
  for (var jj = ii + 1; jj < uniformTypes.length; ++jj) {
    var u2 = uniformTypes[jj];
    var fs = wtu.replaceParams(fSource, u2);
    tests.push({
      vShaderSource: vs,
      vShaderSuccess: true,
      fShaderSource: fs,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: "vertex shader with uniform " + u1.type + " and fragment shader with uniform " + u2.type + " with the same name should fail to link",
    });
  }
}

GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>